To edit minor stuff like text no. To upload images and other major things, yes.
If you are interested on permissions PM Imer about it.
To edit minor stuff like text no. To upload images and other major things, yes.
If you are interested on permissions PM Imer about it.
Everyone vote for Gregtech (CyanideX retexturization): http://strawpoll.me/2307787/r
As far as i know you are free to document IC² features anywhere you want. Preferably the official wiki, but for permissions PM "Imer" (also "Blaster").
I seriously hope we minetweak the recipes, disabling the ones that we don't need (in favor of similar GT power gen) and modifying those that are way too cheap (the kinetic gens for example).
Yes, but make a backup before you do that so if something goes wrong you are fine.
Windmills can go up to 5 EU/t, where you get an average of 1.5-2 when at optimized heights (150ish, 181 if you use my tower design)
Look what i've found: (Please note that this is not him, but someone disguised with his name and skin as part of the minigame)
If you use IC² as your main tech pack, i think it is. Two power systems got added, kinetic and heat, machines that will generate them and generate energy from them. Refined Iron (steel) got added back with a new production line. Nuclear reactor got reworked.
I really can't explain all these changes, you may have to take a look on them on your own or check the newest threads about them.
Your windmills are too low. They generate good amounts of energy at Y ~150 [+1 for every obstruction in the way] (but don't go over or they will occasionally break due high wind speeds)
The solar panels will give 1 EU/t as long it can see the daylight.
If you want to use windmills efficiently: [Tutorial] Windmill Engineering (Best way to use IC² windmills) - IC² Experimental users must adapt themselves the setup explained here due the E-net changes
Exactly. IC² moved to 1.7.10 and it is not offering backwards support.
After build 484 IC² is for 1.7.10
If added I'd like to have it be powered by kU, also some basic kU transmission system.
Welcome back, lets see how that reactor will react to the changes on IC² experimental...
Indeed you aren't the first to think of this, but the lag generated by zillions of chickens may not be server/client friendly
.
You could try maybe mob grinders?
Don't complain about the enet, its not done yet.
It is like you are complaining about a bread's taste before it has left the oven. Or that you took it from the oven midway and is eating a half-baked "bread".
Although the enet is something that has been cooked for so long that we may end up with a toast... better add some butter when its done ![]()
I agree on this one.
Hello there.
I'm here for another suggestion for the mod, this time it is about the collector behavior.
I've noticed that the collector seems to fly around in all directions, making its search and deposit mechanism be a bit faulty.
My suggestion is to make the collector have two modes:
The first mode is the "passive searching" mode, where the collector wont fly away from where it has been spawned until it detects an item to pick up or needs to fly to a nearby IHL ACE to recharge. After doing all job possible it wil return to its spawn point. Also in this mode the collector will only deposit items on hopper/inventories at its spawn point.
The second mode is the "active searching" mode where you can set points (includes the spawn point) where the collector will fly over them repeatedly, while collecting the items in those points and depositing them on hoppers/inventories on the way.
Edit: Bug report, the IHL ACE gui is broken, the charge bar doesnt fill up and glitches when reaching 32k EU (going negative value). No energy is lost though as it is a visual bug.
The answer is: You can test it out by yourself because i didnt.